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  3. Rick_D

Posts by Rick_D

  • TF2

    • Rick_D
    • May 16, 2007 at 2:02 AM
    Quote from Defrag

    Which the old Quakeworld TF could already do. Valve's just pushing these out as 'revolutionary new features'.

    Whats funny is that on some other board i'm bashed for not sucking up to the face tech that's gonna 'save the game' lol. It will be a short-lived novelty that will get out of date in years and no one will look back on as if it were 'great', like XIII.

    I don't think they are pushing it as revolutionary (the spy invisibility). I would bet my house on invisibility being brought back because feigning doesn't play nice with ragdolls.

    Some problems have to be conquered when a ragdoll feign happens:

    1. Ragdoll can't fall down somewhere that is not normally accessible to players, but it can't look goofy when blocked or it gives the game away

    2. Ragdoll has to be able to get back up from an arbitrary position

    3. Ragdoll has to be networked & accurate on all clients

    4. Above step has to work AND not have any tell-tale signs that will make it obvious as a feigned spy. Any lag or jerkyness = easily identifiable as a networked object and thus a spy (all corpses are usually client objects as they have no effect on the game world).

    So there's a whole host of challenges to conquer. It was probably just a lot easier to implement invisibility.

    Well, a little birdy has shown me that it's not hard at all, and is already implemented in a certain mod that I might be working on.

    As for facial animation, I didn't realise they were suddenly selling the game based on facial animations - it's just another small touch that adds a little spark to the game. Plus it made for a very entertaining presentation.

    God people are so lame these days

    I think people will complain about anything these days, just to be able to complain about something. I'm liking what valve are doing with the game and personally I think it's a nice step away from realistic games which are everywhere these days.

    I have no way to comment on DNF, except for the fact that it still isn't out

    Plus I thought the DN games were ok but nothing special in terms of groundbreaking features or gameplay.

  • TF2

    • Rick_D
    • May 16, 2007 at 12:24 AM
    Quote from leileilol

    Which the old Quakeworld TF could already do. Valve's just pushing these out as 'revolutionary new features'.

    Whats funny is that on some other board i'm bashed for not sucking up to the face tech that's gonna 'save the game' lol. It will be a short-lived novelty that will get out of date in years and no one will look back on as if it were 'great', like XIII.

    what kind of games do you like that are pushing boundaries?

  • Quick showreel crit

    • Rick_D
    • May 15, 2007 at 10:46 PM

    see now - I didn't even have the music turned up ;D there's a lesson for you

  • TF2

    • Rick_D
    • May 15, 2007 at 5:12 PM

    they haven;t mentioned any specifically aside form the medic class - they did say that they have tried to balance the classes a lot more. It was all explained in the video I linked to in the very first post <_

  • TF2

    • Rick_D
    • May 15, 2007 at 4:21 PM

    and they expanded the depth "lost" there with more intricate character abilities.

  • Quick showreel crit

    • Rick_D
    • May 15, 2007 at 4:12 PM

    very nice, i like it all

    Maybe a bit more of your animation reel, 1 minute is a bit short and it doesn't show off some of that stuff, which is really nice.

  • TF2

    • Rick_D
    • May 15, 2007 at 3:50 PM

    ;D

  • Europe's top 50 game studios - list by Next

    • Rick_D
    • May 15, 2007 at 3:48 PM

    wewt thanks for that Zacker I just applied to half of those companies now

  • TF2

    • Rick_D
    • May 15, 2007 at 3:11 PM

    aww come on! They're just different games, that's all.

  • go-kart model

    • Rick_D
    • May 15, 2007 at 3:10 PM

    low poly?

    two maps!

    we were just discussing this somewhere else I am sure!

    Looks cool zaphod but a little over the top in textures and tris, like in the front, you will very rarely see the kart from the front so why not just normal map in all that detail - not to mention you will have a player sat on the seat so it really doesn't need all that detail.

  • TF2

    • Rick_D
    • May 15, 2007 at 3:07 PM

    I'll be buying the game, and I played TF on gldsrc and I thought it was utter shite.

    I'm not saying nades were a bug, Thrik. I'm saying the jumping, have you seen some of the jumping videos? No TF map was designed with those kind of heights in mind, so something tells me they didn't intend for it to be like that

    But I don't want to argue about it, if it helps you: you are utterly right and jumping 150 ft in the air was an intended feature for the HL1 engine; I'm just glad they are changing it drastically.

    As for 'dumbing down' their games, I am not sure about that either - they have made some decisions that haven't been fantastically lever, but once you get used to them you can see why they did it and how it affects gameplay for the best. At least valve are trying new things, instead of just following tried and tested formats - they may be remaking their old games but at least there's money there and they can play with new features.

  • TF2

    • Rick_D
    • May 15, 2007 at 2:58 PM

    I didn't think they looked cutesy at all, I thought they were very well done. It just wasn't over-the-top tough guy

  • Uni Animation

    • Rick_D
    • May 15, 2007 at 2:55 PM

    yeah - grass @ weird, looks nice in screenshots but it's a bit too large a flat plane for motion.

    The video is very dark and hides most of the detail, and 30 seconds at the end for credits! D:

    Nice, but flawed by ^

  • TF2

    • Rick_D
    • May 15, 2007 at 2:14 PM

    Yeah it's their face poser. You say it like it's a bad thing Zacker :S

    As for the grenades - look at the shields in CS1.6, which were removed for CS:S, along with the numerous other features that got overhauled or removed completely. It hasn't made it a worse game, it's just a different game on a newer engine.

    Watching some of the videos for the TF grenade jumping and it's apparent that there is no way that's a feature that was intended, it's a bug exploiting spam fest

    It's like bunnyhopping, I hope valve remove that from CSS because it's a bug - not a legitimate means of transport as so many people seem to think.

  • TF2

    • Rick_D
    • May 14, 2007 at 8:35 PM
    Quote from Taylor

    Anyone who played TFC back in the day, not CS, endorse the removal of grenades? Sure, Dustbowl was a grenade fest , the scout was kind of neglected (but no where near as much as the pyro). But remove them? It's like CS:S coming with no automatic weapons to reduce the pray and spray.I thought originally they were just removing Frags, but if there's no concs, nail, mirvs or emp's I just don't see it being as fun. Of course I have a biased POV because I spent an awful lot of time on TFC just playing conc, pipe and rocket jump maps, but so did a lot of other people. I really hope they're still there as a server command or something.

    a server command to quickly code in grenades, oh and make all the models too?

  • Competition: HL2DM 1024-unit Official Entries

    • Rick_D
    • May 14, 2007 at 5:53 PM

    Well that's the problem imho - it was done on looks instead of gameplay - I'd put weaver in a 'core mappack because it looks really nice and has some great atmosphere but it doesn't touch tobor in terms of gameplay and flow (no offence reno ;D).

    Postoffice was also a really really good map and was much more original than tenements even though tenements had some great use of the common textures.

    I would suggest put all the maps up to 5 in the map pack - that's nine maps and shouldn't be too hefty a download.

    But again, it's a real shame that we didn't have an appointed set of judges that were required to give a good indepth analysis of all the maps because some were very good in terms of gameplay, others looked nice and others were just plain awful

  • Future Contest suggestions

    • Rick_D
    • May 14, 2007 at 5:47 PM

    or say floor space must fit within 2048x2048

  • idiots arguing

    • Rick_D
    • May 14, 2007 at 2:11 AM
    Quote from leileilol

    virtual redundance

    i lol'd

    also I applied for a place at DPB skinning weapons but they never got back to me after saying they needed to get all the models together.

  • TF2

    • Rick_D
    • May 14, 2007 at 2:03 AM

    and then TF2 will be released and nobody will play FF ;(

  • TF2

    • Rick_D
    • May 13, 2007 at 9:19 PM

    q1 08 isn't it, or q4 07?

    It's soon as far as I know

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